Hey. This is just a topic for very small changes that solve small problems.
Problem: for example, if you have invested 5/5/0/0 in fears and want to get Panic, investing 1 point into tyrant makes Instill Fear much worse. Simply because before you would only apply 1 of 4 good fear effects that are all maxed in efficiency, but now by investing into tyrant there's a chance you'll get a weak level 1 fear instead. This is counter intuitive. Similar problem if you maxed instill fear and get 1 point into heighten fear.
Solution 1: make tyrant and heighten fear a passive without cost.
Solution 2: change the interaction of the fears of heighten fear/tyrant to avoid the above problem. I.e. instill fear always gives paranoid/despair, if heighten fear triggers it always gives terrified/distressed, if tyrant is learned and you use instill fear on a target already under the influence of a fear effect, they are haunted or tormented.
Solution 3: change the position of Panic so you only have to invest in tyrant/heighten fear if you really want to and not because you want the (very useful) last skill.
Problem: for Doomed, if you're blinded and want to get rid of the blind with Shadow Transposition, you have to keep guessing where your shadows are (if you guess incorrectly you don't lose a turn, so you can just try all possible squares) since you don't see your shadows while blind. Doing such guesswork is boring. In addition, the discription of Shadow Senses doesn't really gives the impression that you should be able to see them while blind.
Solution: make Shadow Senses give telepathy of type shadows. Optionally, only give this telepathy if you invested a certain number of talents into the skill.
Problem: if you are a rogue and aren't aware that flash bang trap is really bad, you might invest 3000 gold to get it and feal cheated when you realize how bad it is.
Solution 1: drop the price considerably (or allow a refund).
Solution 2: allow the player to see the description and effect of the skill before buying.
Problem: if you get Mystical Cunning for vulnerability poison without realizing that vulnerability poison is quite bad, you might feel cheated as well. It's not better than numbing/crippling poison.
Solution 1: allow the player to see the description and effect of the skill before getting the prodigy.
Solution 2: buff the skill somehow (for example damage x2 or x3) or allow it to ignore the restriction of "only 2 poison active at the same time".
Solution 3: allow to change prodigies afterwards.
Problem: the description of gravity trap does not state the duration.
Solution: change the description.
Problem: if you're used to using a skill by "pressing hotkey -> select target -> press the same hotkey again", Turn Back The Clock is extremely annoying.
Solution: the solution is obvious but I'm not sure if this one is easy to fix.
There are probably more stuff like this, but I can't think of them right now.
Quality of life changes
All new ideas for the upcoming releases of ToME 4.x.x should be discussed here
Moderator: Moderator
Message
Author
Jump to
- General
- ↳ Announcements
- ToME 4
- ↳ General Discussion
- ↳ Dumb Questions
- ↳ Character Reports
- ↳ Ideas
- ↳ Spoilers
- ↳ Metaclass: Warriors
- ↳ Metaclass: Rogues
- ↳ Metaclass: Mages
- ↳ Metaclass: Wilders
- ↳ Metaclass: Celestials
- ↳ Metaclass: Defilers
- ↳ Metaclass: Afflicted
- ↳ Metaclass: Chronomancers
- ↳ Metaclass: Psionics
- ↳ Metaclass: Adventurers
- ↳ Metaclass: Tinkers
- ↳ Metaclass: Demented
- ↳ Bugs
- ↳ Bugs Archive
- ↳ Development
- ↳ Addons
- T-Engine 4
- ↳ General Discussion
- ↳ Ideas
- ↳ Modules
- ↳ Development
- ↳ Bugs
- ToME 2.x.x
- ↳ General Discussion
- ↳ Ideas
- ↳ Gameplay
- ↳ Spoilers
- ↳ Modules
- ↳ ToME/Bugs
- ToME 3.x.x
- ↳ General Discussion
- ↳ Ideas
- ↳ T-Engine Development
- ↳ Modules
- ↳ Spoilers
- ↳ Bugs
- Behind the Void
- ↳ Tolkien
- ↳ The Void
- Archives
- ↳ Archives